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Old 01-05-2015, 10:08 AM   #971
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Updated the Thing (all the way back on page 9!).
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"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 01-06-2015, 02:09 PM   #972
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

THUNDRA

Real Name: Thundra.
Occupation: Warrior.
Identity: Publicly known, though the public does not believe she's from the future.
Legal Status: Citizen of the United Sisterhood Republic in a divergent 23rd Century.
Other Aliases: None.
Place of Birth: Greater Milago, United Sisterhood Republic.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: Mobile.
History: The following is what Thundra has related to others:

In the late 21st Century in a divergent future, the so-called "war of the sexes" turned literal, escalating into a worldwide biological warfare apocalypse that rendered 95% of the world population sterile. Thanks to the advanced genetic engineering capabilities of the time, the survivors managed to procreate by combining the DNA of the prospective parents regardless of gender, enabling those women who wanted nothing to do with men and men who wanted nothing to do with women to continue to pass on their beliefs to their gengineered offspring.

By the time of the mid-23rd Century, civilization had somewhat stabilized, though wars continued to be fought. Thundra was born in the Greater Milago (Milwaukee-Chicago) Central Birthing Complex, the primary birthing complex of the United Sisterhood Republic, a female-dominated nation – comprised of much of the American Mid-West – where men were only bred as servants and entertainers. Engineered by the genetic engineers working the complex, Thundra was designed to be an "ultimate warrior", and sent to military training at the age of four. By the time she was twelve, she had already fought in dozens of campaigns against the U.S.R.'s primary opponent, the male-dominated nation of Machus to the east (Machus was said to dominate the northern Atlantic coastline of North America). She was promoted to an officer's rank when she was 18.

It has since been revealed that Machus and the USR utilize genetically engineered shock troopers of their chosen genders, who are taught propaganda from an early age regarding their own and their opposing nation's beliefs. The reality is that while a biological apocalypse did occur, it was not due to a "war of the sexes", but had other causes. In both Machus and the United Sisterhood Republic, men and women outside the military are equals, and the genetic engineering of the time enables hetero-, homo-, and trans-sexual couples to have children. Thundra, however, has not yet been informed that this is the case.

Somehow, the USR's intelligence network discovered that the men of Machus had discovered a time machine in the ruins of a building on an island called "Man Hattan". Thundra was charged with leading a commando team to find and destroy the time machine before Machus could use it to eliminate the USR before it formed. Thundra's team fought their way to the island and into the ruins; of a group of ten commandos, only Thundra survived. Seeing a chance to eliminate the threat of Machus for good, Thundra used the time machine herself. However, due to not knowing exactly when the cataclysm took place, Thundra set the controls to the wrong time period, plunging her back to the early 21st Century.

The world Thundra arrived in didn't make any sense to her! Men and women socialized openly; there was no hint of a war between the genders brewing. The gay and lesbian couples that were (to her) the norm in her time were in this strange world ostracized and struggling for equality, but not in open warfare. Men seemed to dominate, but many women were held as equals and held positions of power over men. She thought she'd gone mad. Still, she was determined to complete her mission; to keep Machus from ever forming, she had to make sure that the men of the world knew their place. Being a warrior, not a politician or social engineer, she decided the best (possibly the only) route open to her was to find and humble the strongest man she could find in a public altercation. Learning of the Fantastic Four from a news report, she decided that Ben Grimm, the superhumanly powerful Thing, would be the perfect object lesson (see Fantastic Four; Thing).

Thundra fought the Thing twice, once in public in Times Square, besting him fairly both times, though she found she couldn't bring herself to kill him. That people cheered for the Thing even after he'd been beaten drove home just how different this world was; the cheers she received as well confused her, until Ben mentioned the public thought this was an exhibition match. Thundra later explained her history to the Fantastic Four; Reed Richards, leader of the Four, agreed to help her find her way home, but offered her a place to stay with them in the meantime (see Mister Fantastic). Deciding she needed to see more of this world and figure out what events led to the cataclysm – if it was indeed going to take place – Thundra agreed, and has moved into an apartment in the Baxter Building (see Baxter Building).

Thundra's activities since have gone unrecorded, but it's not likely that she'll remain out of the picture for long.
Height: 7' 2".
Weight: 400 lbs.
Eyes: Green.
Hair: Red.
Uniform: Red one-shoulder shirt, red pants with yellow lightning bolt designs on the side, black belt, yellow boots, red metallic armbands, silver tiara.
Strength Level: Thundra possesses superhuman strength enabling her to lift (press) roughly 80 tons.
Known Superhuman Powers: Genetically engineered for combat, Thundra possesses superhuman strength, endurance, agility, and durability. Her skin and musculature are durable enough to withstand getting shot by most combat pistols and assault rifles without breaking. Her body doesn't produce fatigue poisons as fast as a regular human's; she can exert herself at top performance for almost an hour before fatigue sets in. Her musculature is such that she can run at about 30 miles per hour, make incredible leaps, and throw objects farther distances than most others.
Other Abilities: Thundra is a highly skilled warrior, skilled in boxing, wrestling, and the martial arts of her time. While her military training included firearms training, she prefers not to use them in favor of weapons that utilize her physical strength.

(stats on next post)
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 09-30-2015 at 04:45 PM.
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Old 01-06-2015, 02:10 PM   #973
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Thundra
1,380 points
Attributes:
ST 30/315 [70*]; DX 17 [140]; IQ 11 [20]; HT 17 [70].
Secondary Characteristics: Dmg 3d/5d+2 (32d/34d); BL 180 lbs (20,098 lbs/10 tons); HP 30/317 [0]; Will 12 [5]; Per 13 [10]; FP 25 [24]; Basic Speed 8.50 [0]; Basic Move 10 [10]; Dodge 12.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: United Sisterhood Republic (Native) [0].
Advantages: Ambidexterity [5]; Appearance (Attractive) [4]; Born Soldier 2 [10]; Combat Reflexes [15]; Damage Resistance 20 (Tough Skin, -40%) [60]; Enhanced Move (Ground) 0.5 (Ground Move 15/30 mph) [10]; Flexibility [5]; High Pain Threshold [10]; Imbue 3 (Limited Skill Access: Two Skills, -60%; Chi, -10%) [12]; Injury Tolerance (Damage Reduction /3) [75]; Longevity [2]; Regeneration (Regular: 3 HP/hr) [25]; Super Jump 2 [20]; Super ST +13/+300 [520]; Super Throw 2 [20]; Trained By A Master [30]; Very Fit [15]; Zeroed [10].
Perks: Courtesy Military Rank 3 [3]; Fearsome Stare [1]; Huge Weapons (SM) 1 [1]; Improvised Weapons (Kusari) [1]; Patience of Job [1]; Power Grappling [1]; Style Familiarity (Bare-Knuckle Boxing) [1]; Style Familiarity (Combat Wrestling) [1]; Style Familiarity (Jujutsu) [1]; Sure-Footed (Uneven) [1].
Disadvantages: Code of Honor (Soldier's) [-10]; Gullibility (15) [-5]; Impulsiveness (12) [-10]; Intolerance (Men) [-5]; Overconfidence (12) [-5]; Social Stigma (Uneducated) [-5]; Wealth (Struggling) [-10].
Quirks: Adrenaline Junkie [-1]; Antitheist [-1]; Prone to Poor Decisions [-1]; Proud [-1]; Willfully Anachronistic [-1].
Skills: Acrobatics (H) DX+1 [8] – 18; Boxing (A) DX+3 [12] – 20; Brawling (E) DX+3 [8] – 20; Breaking Blow (H) IQ+1 [8] – 12; Climbing (A) DX+2 [1] – 19†; Electronics Operation/TL8 (Sensors) (A) IQ+1 [4] – 12; Explosives/TL8 (Demolition) (A) IQ+1 [4] – 12; Fast-Draw (Flexible) (E) DX+1 [1] – 18‡; First Aid/TL8 (Human) (E) IQ+1 [2] – 12; Guns/TL8 (Light Anti-Armor Weapon) (E) DX+0 [1] – 17; Guns/TL8 (Rifle) (E) DX+0 [1] – 17; Hiking (A) HT+0 [2] – 17; Immovable Stance (H) DX-1 [2] – 16; Intelligence Analysis/TL8 (H) IQ+0 [4] – 11; Intimidation (A) Will+0 [2] – 12; Judo (H) DX+3 [16] – 20; Jumping (E) DX+1 [2] – 18; Karate (H) DX+3 [16] – 20; Kiai (H) HT-1 [2] – 16; Kusari (H) DX+3 [16] – 20; Navigation/TL8 (Land) (A) IQ+1 [4] – 12; Observation (A) Per+0 [2] – 13; Penetrating Strike (Unarmed) (VH) DX-2 [2] – 15; Power Blow (H) Will+1 [8] – 13; Running (A) HT+1 [4] – 18; Savoir-Faire (Military) (E) IQ+3 [2] – 14§; Shockwave (VH) DX-2 [2] – 15; Soldier/TL8 (A) IQ+2 [2] – 13§; Stealth (A) DX+1 [4] – 18; Strategy (Land) (H) IQ+1 [8] – 12; Survival (Plains) (A) Per+1 [4] – 14; Survival (Woodlands) (A) Per1 [4] – 14; Swimming (E) HT+1 [2] – 18; Tactics (H) IQ+2 [4] – 13§; Throwing (A) DX+3 [12] – 20; Two-Handed Sword (A) DX+1 [4] – 20; Wrestling (A) DX+3 [12] – 20.
Techniques: Counterattack (Boxing) (H) def+5 [6] – 20; Elbow Strike (Karate) (A) def+2 [2] – 20; Entangle (Kusari) (H) def+4 [5] – 20; Ground Fighting (Brawling) (H) def+4 [5] – 20; Ground Fighting (Wrestling) (H) def+4 [5] – 20; Head Lock (Wrestling) (H) def+3 [4] – 20; Kicking (H) def+2 [3] – 20.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +13/+300 from Super ST.
† Includes +3 from Flexibility.
‡ Includes +1 from Combat Reflexes.
§ Includes +2 from Born Soldier.

Role-Playing Notes:
In her own time, Thundra is confident and a natural leader. In the modern day, however, Thundra is a fish out of water. The modern world seriously confuses her. For the first time, she's having to see men as more than just an enemy. She's developing respect for (and, if she would admit it to herself, a bit of a crush on) Ben Grimm.

Design Notes:
1. Thundra is not a Villain, but I'm not sure whether, given her situation, she's a Hero, Anti-Hero, or Non-Villain Antagonist.
2. I originally had some trouble with Thundra's background, especially given as she first appeared in the mainstream Marvel universe as a replacement for Medusa in the Frightful Four. Still, we rarely see much of her home time in the comics; what we've seen in recent comics tends to be the stereotypical post-apocalyptic desert/prairie, with no hints as to the genetic engineering science that led to her superhuman physique. I decided to give her an arc in a backup story in the anthology title instead, leading up to her appearance in the FF's title fighting Ben. The TL of her world is also a relative unknown, due to its post-apocalyptic conditions; for this reason, I have not adjusted her native TL from 8.
3. As far as Size Modifiers go, Thundra is right at the cusp between SM +0 and SM +1 (7' 6" being the halfway point between SM 0's 6 foot height and SM +1's 9 foot height). I have decided to make her SM +0 with Perks enabling her to use oversized weapons rather than SM +1 as she doesn't seem to have any problems fighting those shorter than her by a foot or two, nor do they seem to have a bonus when fighting her.
4. Thundra's social traits are calculated for her appearances in the modern day. In her own time, she lacks the Social Stigma, her Wealth is improved to Comfortable, her Courtesy Rank becomes actual Military Rank, and she gains Duty (USR Military) (15) [-15]; a net +22 points.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 01-06-2015, 05:35 PM   #974
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Is the true nature of Thundra's future Marvel canon?
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Old 01-06-2015, 05:40 PM   #975
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Keiko View Post
Is the true nature of Thundra's future Marvel canon?
I'm not entirely sure what Marvel canon regarding her alternate future really is, besides the genetic engineering. Parts of what I've read about it strain my own suspension of disbelief, hence that little change in my own reboot for it.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 01-06-2015, 08:41 PM   #976
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by tbrock1031 View Post
I'm not entirely sure what Marvel canon regarding her alternate future really is, besides the genetic engineering. Parts of what I've read about it strain my own suspension of disbelief, hence that little change in my own reboot for it.
Okay, its a nice touch, makes her seem less like a radical feminist political statement. :)
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Old 01-09-2015, 01:16 PM   #977
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

TRAPSTER

Real Name: Peter Petruski
Occupation: Chemist turned professional criminal.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: None.
Place of Birth: Gary, Indiana.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Frightful Four.
Base of Operations: Mobile.
History: Pete Petruski was a research chemist who developed an extremely adhesive liquid which rivaled that of the "Adhesive X" developed by the German scientist Baron Zemo during World War II (the Zemo family has since patented Adhesive X and sells it in small tubes under the brand name "άber-Glue"; see Baron Zemo). Motivated primarily by greed, and also the knowledge that he'd receive almost nothing in return for developing it for the company he worked for, Petruski copied the formula to his home system and destroyed the company's notes, then went on to adapt a pneumatic grease gun into a delivery system for the glue. He also developed a number of other delivery systems for his adhesive, including a few explosive pellets. Apparently also about this time he submitted an application to the US Patent Office for the adhesive.

Embarking on a criminal campaign as the Trapster, he came into conflict with the Human Torch and was sent to prison (see Human Torch). Ironically, it was while in prison that he learned that the Patent Office had approved him as the sole owner of the glue's formula; he could go legit if he wanted to, licensing the formula to whatever company would produce it. However, he was soon broken out of prison by the criminal Wizard, who was recruiting for a team to go up against the Fantastic Four, of whom the Human Torch was a member (see Fantastic Four; Wizard). Wanting revenge for his earlier defeat, he agreed to join the Wizard's "Frightful Four" (see Frightful Four).

The Wizard set the Petruski up in an abandoned yet still functional glue factory (the company that previously owned it had moved production overseas), which he used to resume production of his adhesive. He ditched the pneumatic gun as being too unwieldy, developing a pair of wrist shooters for his glue paste. As a member of the Frightful Four, the Trapster once again clashed with the Human Torch. The fight was closer, until the Torch caused the Trapster's pressurized glue canisters to overheat and explode, trapping him in his own adhesive. Petruski was then returned to jail. Whether he'll serve his sentence and begin legitimate commercial production of his adhesive or return to criminal activities in the future is unknown.
Height: 5' 10".
Weight: 180 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Purple Kevlar vest over a purple shirt, purple pants, purple gloves, purple boots, gold harness for the paste containers, gold armbands holding his paste-shooters, gold utility belt, purple ballistic helmet with gold trim. Formerly a gold holster for his paste-gun.
Strength Level: The Trapster possesses the normal human strength of a man his age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: None.
Other Abilities: The Trapster is an expert chemist with a good working knowledge of pneumatic systems.
Weapons: The Trapster's primary weapons are a pair of pneumatic paste-shooters on his wrists which shoot either an exceptionally adhesive paste or an extremely slippery lubricant under great pressure. The adhesive and adhesive are both stored in liquid form under intense pressure in tanks on his back; he also carries about 30 backup canisters of each on his person for manually loading into his paste-shooters. The pressure is such that he is able to shoot the paste about 180 feet. These shooters replace a pneumatic gun that served much the same function. The paste is fast-drying, setting to an extremely durable solid state in ten seconds. The glue is waterproof and chemically inert to acids; it is, however, susceptible to breaking down under ultraviolet light; under normal sunlight, the paste becomes brittle and breakable in about 5 hours. The Trapster controls the nozzles of the paste-shooters from a special heads-up-display and eyeball-tracker built into his helmet, enabling him to select the width of the stream with an eye-blink; the nozzles can be set to a thin stream (down to Ό inch wide) or a wide cone. In a thin stream, the paste when it dries is still quite flexible. He is also able to mix the paste with a small amount of another chemical which causes it to dry even faster; he usually uses this to create projectiles which hit like a professional boxer's punches.

The lubricant he shoots is a chemical solution which can be used to dissolve his adhesive. In addition, the lubricant is extremely slippery; objects and surfaces coated with the lubricant are almost impossible to hold onto. Like the paste, the lubricant can be fired in a thin stream or a wide cone. The lubricant is somewhat toxic; the Trapster makes sure he doesn't shoot it in someone's face.

The Trapster is skilled enough with his paste-shooters that he can paste an adventurer's limbs as he or she approaches him, jam machinery, build restraining walls, or thick pasty "lassos" with which to ensnare an adventurer's limbs. Taking advantage of the glue's fluid nature, he can ensnare objects and draw them back to him. He has even fired a stream at a passing helicopter to have it carry him away, utilizing it in a manner similar to Spider-Man's webbing (see Spider-Man).

The Trapster also carries a number of mechanical traps he has devised. Most of these traps are built into housings the size of a super-ball or large marble; he can throw up to five of them at a time. Upon striking a surface, instead of rebounding, the casings of the traps rupture to explode in either mechanical bindings that wrap the target or cover the target in either the adhesive paste or the lubricant.

260 points
Attributes:
ST 11 [10]; DX 12 [40]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 12 [0]; Per 12 [0]; FP 12 [3]; Basic Speed 6.00 [5]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Gizmo 3 [15]; Wealth (Comfortable) [10].
Paste-Shooters: Affliction 1 (Lubrication Spray) (Advantage: Slippery 5, +100%; Area Effect, 4 yds, +100%; Attribute Penalty: DX-5, +50%; Gadget/Breakable: DR 10, -10%; Gadget/Breakable: SM -7, -5%; Gadget/Can Be Stolen: Must Be Forcibly Removed, -10%; Persistent, +40%; Alternative Attack, Χ1/5) [8]; Binding 20 (Paste-Shooters) (Gadget/Breakable: DR 10, -10%; Gadget/Breakable: SM -7, -5%; Gadget/Can Be Stolen: Must Be Forcibly Removed, -10%; Reduced Range Χ1/2, -10%; Selective Enhancements (Area Effect, 4 yds, +100%; Cone, 2 yds, +70%; Engulfing, +60%; Jet, +0%; Wall: Rigid (Any Shape), +60%), +138%; Sticky, +20%; Unbreakable, +40%) [106]; Crushing Attack (Paste "Bullets") 2d-2 (Gadget/Breakable: DR 10, -10%; Gadget/Breakable: SM -7, -5%; Gadget/Can Be Stolen: Must Be Forcibly Removed, -10%; Increased 1/2D Range Χ5, +10%; Rapid Fire: Multiple Projectiles (RoF 2Χ5), +100%; Reduced Ranged Χ1/2, -10%; Alternative Attack, Χ1/5) [3].
Perks: Climbing Line [1].
Disadvantages: Greed [9] [-22]; Laziness [-10]; Pacifism (Cannot Kill) [-15]; Social Stigma (Criminal Record) [-5].
Quirks: Allergies (Grass Pollen) [-1]; Careful [-1]; Dual Identity [-1]; Holds Grudges [-1]; Not Until My First Cup! [-1].
Skills: Brawling (E) DX+0 [1] – 12; Chemistry/TL8 (H) IQ+3 [16] – 15; Climbing (A) DX+0 [2] – 12; Current Affairs/TL8 (Science & Technology) (E) IQ+0 [1] – 12; Holdout (A) IQ+0 [1] – 12; Innate Attack (Projectile) (E) DX+2 [4] – 14; Jumping (E) DX+-0 [1] – 12; Liquid Projector/TL8 (Sprayer) (E) DX+2 [4] – 14; Mathematics/TL8 (Applied) (H) IQ+0 [2] – 12; Mechanic/TL8 (Pneumatics) (A) IQ+2 [8] – 14; Research/TL8 (A) IQ+0 [2] – 12; Running (A) HT+0 [2] – 11; Throwing (A) DX+0 [2] – 12; Traps/TL8 (A) IQ+0 [2] – 12.
Starting Spending Money: $8,000 (20% of Starting Wealth).

Role-Playing Notes:
The Trapster is a one-trick pony, and he knows it. He has a gimmick, and has become adept at adapting that gimmick to a variety of weapons. His whole goal is to achieve fame and fortune. To his credit, when he was considering names, he rejected "Paste-Pot Pete" for being "too lame", even by his standards. He is not a leader, but is a solid team player.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 01-09-2015 at 01:31 PM.
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Old 01-10-2015, 01:37 PM   #978
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Hello,

New guy here. Has anyone ever gone back and filled in the Black Panther (Panther) info?

There is a poster from a french forum that has a lot of info...but some of the information is in french.
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Old 01-10-2015, 01:50 PM   #979
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Xplatformjedi View Post
Hello,

New guy here. Has anyone ever gone back and filled in the Black Panther (Panther) info?

There is a poster from a french forum that has a lot of info...but some of the information is in french.
As it just so happens, I finished statting him up last night. I'm waiting 'till I finish posting the FF folks before posting him, so as to not flood the forums. (Fortunately, only the Wizard left to post.)
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 01-10-2015, 02:32 PM   #980
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
As it just so happens, I finished statting him up last night. I'm waiting 'till I finish posting the FF folks before posting him, so as to not flood the forums. (Fortunately, only the Wizard left to post.)
Awesome news
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